Method and system for allowing a voter to vote via an augmented reality device on a real world event displayed on a video display that is being viewed by the augmented reality device

ABSTRACT

Methods and systems are provided for allowing a plurality of players to vote on one of a plurality of real world events being displayed on video displays that are potentially viewable by augmented reality (AR) devices, and monitor progress of the real world events and status of votes on the real world events using the AR devices. Each of the real world events are represented by a respective video feed that becomes displayed on the video displays. The AR devices are pointed at the video displays to identify the real world event.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a divisional of copending U.S. application Ser. No.16/513,065 filed Jul. 16, 2019, the disclosure of which is incorporatedby reference herein in its entirety.

This application claims the benefit of U.S. Patent Application No.62/700,006 filed Jul. 18, 2018, the disclosure of which is incorporatedby reference herein in its entirety.

FIELD OF THE INVENTION

The present disclosure relates to a system and method for allowing aplurality of consumers to individually view in real time odds and/orpayouts tailored to the specific gaming event (e.g., horse race,football game, Jai alai) that he or she is observing at a given time.Additionally, potential payouts for each individual consumer's wagersalready bet can be displayed and updated in real time for gaming eventsas they progress. This individual customization of both suggested andcommitted bets or wagers is made possible through Augmented Reality (AR)or Virtual Reality (VR) devices that can both function as independentsystems or alternatively as enhancements to existing wagering systems.

BACKGROUND

Wagering on the outcomes of sporting events (e.g., football games,basketball games, horse races, Jai alai), is a large and growingindustry in many parts of the world. Recently, in the United States (US)the Supreme Court (i.e., “Murphy v. National Collegiate AthleticAssociation”) struck down a 1992 federal law that effectively bannedcommercial sports betting in most states, opening the door to legalizingthe estimated $150 billion in illegal wagers on professional and amateursports that Americans make every year. With this ruling, bettors will nolonger be forced into the black market to use offshore wageringoperations or illicit bookies. Placing bets will be now typically doneacross the US, fueled and endorsed by the lawmakers and sports officialswho opposed it for so long. A trip to Las Vegas to wager on MarchMadness or the Super Bowl could soon seem quaint.

This ruling, in Murphy v. National Collegiate Athletic Association, isalso probably a boon for media and data companies that have existingrelationships with the major sports leagues. They include televisionnetworks like ESPN, which is likely to benefit from more fans having amore deeply vested interest in the action, ultimately resulting inhigher ratings.

Thus, a nascent industry is emerging in the form of various sportsbetting. In the past, various types of betting products or systems havebeen developed for various types of sporting events. These include:parimutuel horse racing “tote boards” displaying if a particular horsewill finish first (win), finish in the top two (place), or finish in thetop three (show), or alternatively, various combination bets withmultiple horses, such as an exacta bet (covering the top two horses inorder) or a trifecta bet (covering the top three horses in order);football, basketball, or soccer moneyline, spread, or handicap bets; orvarious other futures like head-to-head, half betting, in-play betting;etc.

Aside from sports betting, electronic gaming machines such as slotmachines, video poker machines, and keno machines are proliferatingthroughout casinos. In theory these machines feature low intimidationfor novice players, although there are numerous new gaming themes thatare either being installed in casinos or are in development. However,these types of electronic gaming machines typically share similarergonomic interfaces and consequently the low intimidation feature fornovice players is maintained despite the propagation of new gamingthemes.

Consequently, the vast number of sport or event betting options offeredcoupled with the large number of sporting events and other gaming venuesavailable at any given time is challenging for an experienced gamblermuch less a novice and accordingly can prove intimidating to anyone.When it is realized that these options will soon be available to areasof the US that have never had access to gambling on sporting events andother gaming venues before, the problem of intimidating consumerscontemplating betting is compounded.

Some notable attempts have been made to elevate the problem of bettingintimidation—e.g., U.S. Pat. Nos. 8,821,274; 9,355,519; 9,558,612;9,697,683 (all “Lyons et. al”); and U.S. Pat. No. 9,666,021 (“Nguyen”).However, “Lyons et. al” in its various embodiments only teachesimplementing Augmented Reality (AR) aids for Electronic Gaming Machines(“EGMs” a.k.a. slot machines) by offering various gaming enticements(e.g., FIG. 22 of “Lyons et. al” '274 patent) as well as gaming optionsor information and is silent on other forms of gaming as well asproviding updates for games in progress. These same basic concepts aretaught in different embodiments in “Nguyen” with some additionalancillary information on the casino layout and various “hot spots.”However, like “Lyons et. al”, “Nguyen” is completely silent on providingaid to a consumer with any games in progress as well as any form ofsports betting.

U. S. Patent Application Publication No. 2011/0065496 (“Ganger et. al”)discloses the creation of “fiducial markers” that can enable AR bonusplay with electronic gaming machines, but as before is silent onproviding help as games progress as well as live video sports betting.Finally, U.S. Patent Application Publication No. 2012/0184352(“Detlefsen et. al”) discloses enabling AR betting at sporting eventstriggered by signage as well as AR betting on electronic gamingmachines, but again is silent on providing help as games progress.Additionally, “Detlefsen et. al” is largely silent on wager funding andcash out methodologies and completely silent on anonymous consumerwagering and cash-out capabilities.

Therefore, in order assist with wager and redemption of the vast numberof betting options offered coupled with the large number of sportingevents and other gaming venues available, it is highly desirable todevelop automated valet systems that assist both novice and experiencedconsumers with real time wagering of sporting and other gaming events.These automated valet systems are game type independent, therebyoffering the greatest utility to consumers and gaming institutions.Ideally, these automated valet systems include seamless funding and cashout sub-systems that support both known and anonymous consumers.

SUMMARY OF THE INVENTION

Objects and advantages of the present invention will be set forth inpart in the following description, or may be obvious from thedescription, or may be learned through practice of the presentinvention.

In a preferred embodiment, a method and system are provided for anAugmented Reality (AR) device, wherein the device is aware of theconsumer's surroundings and creates digital images that appear to be inthe consumer's surroundings when viewed through the device that augmentthe gaming or gambling experience. Thus, with the benefit of thisinvention, the AR device would (1) scan and assess the consumer'senvironment; (2) use pattern matching or other recognition software todetect events being displayed elsewhere in the environment includingsporting events; (3) identify the events, optionally ranking the events,and determine whether wagers are available to be placed oralternatively, if a wager has already be made by the consumer, providereal time updates as to the status of the wager as the event progresses;and (4) generate persistent digital objects or other interactive objectswhich allows the consumer to view and manage wagers.

Whenever a wager is made, the AR device interfaces with a central serverto commit to the wager if the consumer's account is known and provide adigital receipt and conformation to the consumer's AR device.Optionally, in another embodiment, a paper receipt may be alsooptionally generated. Otherwise, if the consumer is anonymous to thesystem, alternative payment venues are provided that will allow theconsumer to monetarily commit to the wager nevertheless. Once thewagered event starts, the AR device provides real time updates as to thestatus of the consumer's wager and optionally allowing the consumer tocancel or otherwise modify their wager (typically, with a discountedpayback penalty). Finally, an automated system is provided for theconsumer to cash out any winnings.

In an alternative embodiment, a method and system are provided for aVirtual Reality (VR) device, wherein the device creates a virtualsurrounding environment simulating a sports betting venue that appear tobe in the consumer's surroundings when viewed through the device therebyenabling a gaming or gambling experience in any type of setting. Thus,with the benefit of this invention, the VR device would (1) create avirtual sports betting environment with at least one sporting eventdisplayed; (2) via positioning and optionally gestures, identify aparticular event of interest to the consumer, optionally ranking theevent, and determine whether wagers are available to be placed oralternatively, if a wager has already be made by the consumer, providereal time updates as to the status of the wager as the event progresses;and (3) generate persistent digital objects or other interactive objectsin addition to the sporting display which allows the consumer to viewand manage wagers.

Whenever a wager is made, the VR device interfaces with a central serverto commit to the wager if the consumer's account is known and provide adigital receipt and conformation to the consumer's VR device.Optionally, in another embodiment, a paper receipt may be alsooptionally generated. Once the wagered event starts, the VR device willprovide real time updates as to the status of the consumer's wager andoptionally allows the consumer to cancel or otherwise modify their wager(typically, with a discounted payback penalty). Finally, an automatedsystem is provided for the consumer to cash out any winnings.

Described are mechanisms, systems, and methodologies related toconstructing a Valet AR or “VAR” device or, alternatively, a VirtualReality Valet (“VRV”) device gaming systems thereby enabling methods ofconsumer assisted gaming hitherto unknown. The key innovations are theembedded VAR and/or VRV interactions and services that seamlesslyinteract with other data systems, thereby enabling consumer friendlyhigh-speed variable and flexible betting.

In a general embodiment, a VAR and/or VRV system is disclosed thatprovides consumer selectable varying odds and payouts particular to theevent that the consumer is viewing in real time that are not availablevia prior art systems. The variability and flexibility of the presentinvention is achieved from determining the event the consumer is viewingand interacting with a plurality of various data sources and servers toprovide a user friendly, seamless wagering experience. After the wageris committed, the VAR and/or VRV system utilizes the stored wager dataas well as the associated real time event updates to providepersonalized updates as to the wager's status (e.g., probability ofpaying off, potential winnings, odds of winning, prior to end of eventcash-out options) as well as ultimate win or lose status and payout ofprizes won.

As an aspect of this general embodiment, the disclosed VAR and/or VRVgaming system architecture readily accommodates ergonomic consumerwagering and redemption by enabling both known consumer and anonymousconsumer play via a plurality of funding and cash-out systems. Thesefunding and cash-out systems allow for both virtual and physical bettickets. Thus, the consumer only needs to maintain possession of his orher VAR and/or VRV device to make a wager and determine if the wager wasa winner and cash-out.

In a specific embodiment, the VAR and/or VRV gaming system enabled bythe present invention, provide anonymous consumer wagering and cash-outcapabilities. These anonymous wagering and cash-out capabilities arepossible since the VAR and/or VRV device(s) and system(s) and/orphysical embodiments maintain a record of the wager and functionsessentially as a payable on demand token. In another specificembodiment, receipts for wagers made are transferred, both in a virtualand physical embodiment.

In another specific embodiment, the inherent real time game updatingcapability of this invention enables heretofore unknown new forms ofgaming. In yet another specific embodiment, the consumer unique VARand/or VRV gaming system portal also enables new forms of gaming.

Described are a number of mechanisms and methodologies that providepractical details for reliably implementing a VAR and/or VRV system fromcommonly available hardware that also provides for scalability. Althoughthe examples provided herein are primarily related to sports betting incasino environments, it is clear that the same methods are applicable toany type of wagering system (e.g., slot machines, table games) indiffering locations (e.g., private home, sports bar).

The foregoing Background and Summary, including the description of someembodiments, motivations therefor, and/or advantages thereof, areintended to assist the reader in understanding the present disclosure,and do not in any way limit the scope of any of the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing summary, as well as the following detailed description ofthe invention, will be better understood when read in conjunction withthe appended drawings. For the purpose of illustrating the invention,there are shown in the drawings embodiments which are presentlypreferred. It should be understood, however, that the invention is notlimited to the precise arrangements and instrumentalities shown. In thedrawings:

FIG. 1A is a representative example isometric view of a prior art casinosports betting venue;

FIG. 1B is a representative example isometric view of the casino sportsbetting venue of FIG. 1A with the visual enhancements of a virtual valetsystem as viewed through an AR device displaying a plurality of bettingoptions facilitated by this invention;

FIG. 1C is a representative example isometric view of the casino sportsbetting venue of FIGS. 1A and 1B with the visual enhancements of avirtual valet system as viewed through an AR device displaying aplurality of in-play updates facilitated by this invention;

FIG. 1D1 is a second representative example isometric view of the casinosports betting venue of FIG. 1A with the visual enhancements of avirtual valet system as viewed through an AR device displaying aplurality of betting options partially selected by the consumer that isfacilitated by this invention;

FIG. 1D2 is the same second representative example isometric view of thecasino sports betting venue of FIG. 1A with the visual enhancements of avirtual valet system as viewed through an AR device of FIG. 1D1displaying a plurality of betting options completely selected by theconsumer that is facilitated by this invention;

FIG. 1E is a representative example isometric view of a casino sportsbetting venue of FIGS. 1A, 1D1, and 1D2 with the visual enhancements ofa virtual valet system as viewed through an AR device displaying aplurality of in-play updates and options after a wager was made (FIGS.1D1 and 1D2) facilitated by this invention;

FIG. 1F is a representative example isometric view of a home television(i.e., not within a casino) broadcast of the second representativeexample of FIG. 1E with the visual enhancements of a virtual valetsystem as viewed through an AR device displaying a plurality of in-playupdates and options after a wager was made (FIGS. 1D1 and 1D2)facilitated by this invention;

FIG. 1G is a representative example isometric view of the secondrepresentative example of FIG. 1E with the television broadcast handedoff to the AR device itself with the visual enhancements of a virtualvalet system as viewed through an AR device displaying a plurality ofin-play updates and options after a wager was made superimposed on topof the television broadcast video feed as facilitated by this invention;

FIG. 1H1 is a magnified view of the representative example screens 107of FIG. 1A;

FIG. 1H2 is a magnified view of the representative example screens 108of FIG. 1A;

FIG. 1I is a representative example isometric view of the casino sportsbetting venue of FIG. 1A displayed in a virtual environment includingthe visual enhancements of a virtual valet system as viewed through anVR device displaying a plurality of betting options facilitated by thisinvention;

FIG. 1J is a magnified view of the representative example screens 187and 187′ of FIG. 1I;

FIG. 1K is a representative example isometric view of a home television(i.e., not within a casino) broadcast of a representative example of atelevised Lotto or Powerball drawing with the visual enhancements of avirtual valet system as viewed through an AR device displaying aplurality updates and options after a wager was made facilitated by thisinvention;

FIG. 1L is a representative example isometric view of a prior arttelevision show that features audience interaction;

FIG. 1M is a representative example isometric view of a home televisionbroadcast of the representative example of FIG. 1L with the visualenhancements of a virtual valet system as viewed through an AR device;

FIG. 1N is a representative example isometric view of the representativeexample of FIG. 1L with the television broadcast handed off to the ARdevice itself with the visual enhancements of a virtual valet system asviewed through an AR device functioning as an independent video display;

FIG. 2A is an overall swim lane flowchart representative example of theprocesses associated with displaying and processing the visualenhancements of a Valet Augmented Reality (VAR) system compatible withthe specific embodiment of FIG. 1B;

FIG. 2B is an overall swim lane flowchart representative example of theprocesses associated with displaying and processing the visualenhancements of a VAR system compatible with the specific embodiment ofFIG. 1C;

FIG. 2C is an overall swim lane flowchart representative example of theprocesses associated with displaying and processing the visualenhancements of a Virtual Reality Valet (VRV) system for both bettingand in-play;

FIG. 2D is a representative example swim lane hardware block diagram ofa virtual valet system embodiment as enabled by the specific embodimentsof FIGS. 2A, 2B, and 2C;

FIG. 2E is an overall swim lane flowchart representative example of theprocesses associated with displaying and processing the visualenhancements of a VAR system compatible with the specific embodiment ofFIG. 1L;

FIG. 2F is an overall flowchart representative example of the processesassociated with displaying and processing the visual enhancements of aVAR system compatible with the embodiments of FIGS. 1B thru 1G, 1K, 2Athru 2B, and 2D;

FIG. 2G is a schematic diagram representative example of the processesassociated with displaying and processing the visual enhancements of aVAR system compatible with the embodiments of FIG. 2F;

FIG. 2H is an overall flowchart representative example of the processesassociated with displaying and processing the visual enhancements of aVAR system compatible with the embodiments of FIGS. 1M thru 1N, and 2E;

FIG. 2i is a schematic diagram representative example of the processesassociated with displaying and processing the visual enhancements of aVAR system compatible with the embodiments of FIG. 2G;

FIG. 3A is a representative example isometric view of an anonymousbetting and cash-out interface system embodiment as enabled by thepresent invention;

FIG. 3B is an overall swim lane flowchart representative example of theprocesses associated with displaying and processing the specificembodiment of FIG. 3A;

FIG. 4A provides three different illustrations and histograms of thecommon video frame of a sporting event from the perspective of red,green, and blue pixels;

FIG. 4B provides three different illustrations and histograms of adifferent video frame of a sporting event than FIG. 4A from theperspective of red, green, and blue pixels;

FIG. 4C provides an exemplary illustration of a video frame of asporting event segmented into quadrants where the red, green, and bluepixel ratios of each segment are each compared to the correspondingratios of the other segments; and

FIG. 4D illustrates the common video frame of FIGS. 4B and 4C with an apriori logo superimposed over the video frame thereby providing aid withvideo identity detection as well as scale and skewing of the videoframe.

DETAILED DESCRIPTION OF THE INVENTION

Certain terminology is used herein for convenience only and is not to betaken as a limitation on the present invention. The words “a” and “an”,as used in the claims and in the corresponding portions of thespecification, mean “at least one.” The abbreviations “AR” and “VR”denote “Augmented Reality” and “Virtual Reality” respectively. AugmentedReality (AR) is an interactive experience of a real-world environmentwhose elements are “augmented” by computer-generated perceptualinformation. While definitions of AR vary depending on the application,in the context of this invention AR denotes constructive (i.e. additiveto the natural environment) overlaid visual and possibly audible sensoryinformation seamlessly interwoven into images of the real world.Examples of existing AR platforms are: Apple iPhones®, Android® phones,Google Glass, Microsoft HoloLens, etc. AR augmented computer-generatedperceptual information is referred to as “persistent digital objects”,or “overlay images”, or “visual digital image overlays” interchangeablythroughout the specification and claims. In the context of thisinvention “persistent digital objects”, or “overlay images” can besimple two-dimensional overlays of statistics or odds, interactivecontrol panels, or simulated three-dimensional objects. Virtual Reality(VR) is an interactive computer-generated experience taking placecompletely within a simulated environment. VR as used herein denotescomplete immersion into the computer-generated experience with no realworld environment admitted and may also include audio. Examples ofexisting VR platforms include: Oculus, Windows Mixed Reality, GoogleDaydream, HTC Vive.

In the context of the present invention, the term “VAR” refers to theinvention as a “Valet AR” or “Valet Augmented Reality” embodiment wherebets are offered to the consumer; bets can be placed on an outcome, thegame or event observed; and, depending on the results of the game orevent, the winning bets can be paid out all within the “Valet AugmentedReality” (“VAR”) ergonomic interface. The term “VRV” refers to “VRValet” or “Virtual Reality Valet” embodiment, essentially providing asimilar ergonomic interface as the “VAR” embodiment, but in virtualreality. A “wager” or “bet” are used interchangeably meaning a gamble onpredicting the outcome of a drawing (e.g., sporting event) in thefuture. Finally, the terms “bettor,” “player,” or “consumer” all referto a human individual utilizing the invention.

Before describing the present invention, it may be useful to firstprovide a brief description of the current state of the art of sportsbetting and validation as well as the localized nature of the venue. Theconcept is to ensure that a common lexicon is established of existingsystems prior to describing the present invention.

FIG. 1A is an exemplary view of a typical casino sports betting venue100. These types of casino sports betting venues are typically confinedto large rooms with a plurality of television monitors (101 thru 108)displaying either various live sporting events (101 thru 106) or thebetting odds and potential payouts (107 and 108—also illustratedmagnified in FIGS. 1H1 and 1H2 respectively) associated with the pendingsporting events. Typically, each television monitor is tuned to adifferent sporting event with each sporting event having its owndistinct wagering opportunities. In addition to the plurality oftelevision monitors (101 thru 108), there are also typically a pluralityof human operated betting stations (not shown in FIG. 1A) where wagersare accepted and prizes are paid out. Thus, the prior art typical casinosports betting venue 100 is localized to a large room on the casinofacility with a high level of intimidation for novice consumersuncertain what betting options are available, how those options wouldpay out, how to make wagers, and in some cases how to determine if theyhave won or not.

However, with the benefits of the present disclosure, a VAR and/or VRVsystem can be offered for virtually all types of sports betting thatreduces the intimidation and potential confusion for both novice andexperienced consumers desiring to make a bet. The reduced intimidationis primarily derived from the VAR and/or VRV ergonomic user interfaceoffered privately to each individual consumer. The private nature of theVAR and/or VRV ergonomic interface inherently reduces consumerintimidation (e.g., no conscious human will be aware of any individualconsumer's mistakes or foibles) as well as offering extremely detailedexplanations of potential bets and protocols (e.g., football,basketball, or soccer moneyline, spread, or handicap bets; various otherfutures like head-to-head, half betting, in-play betting) heretoforeunknown in the industry. Additionally, the VAR and particularly the VRVembodiments enable access to complete sports betting capabilities inremote locations outside of casino venues (e.g., home, cruise ships,physical locations of sporting events, sports bars) assuming compliancewith local and federal laws. Thus, with this invention, any number ofsports bets with differing payouts can be accommodated with a singlepersonalized VAR and/or VRV ergonomic interface enabled with thisinvention.

Having concluded the discussion of the prior art sports betting venue ascompared to the advantages with VAR and/or VRV, detailed embodiments ofthe present invention will now be disclosed. As will be apparent to oneskilled in the art, the present invention overcomes many of thedisadvantages of sports betting venues, particularly enabling easierconsumer access with greater flexibility in terms of consumer choices,play style, game play, and location.

Reference will now be made in detail to examples of the presentinvention, one or more embodiments of which are illustrated in thefigures. Each example is provided by way of explanation of theinvention, and not as a limitation of the invention. For instance,features illustrated or described with respect to one embodiment may beused with another embodiment to yield still a further embodiment. It isintended that the present application encompass these and othermodifications and variations as come within the scope and spirit of theinvention.

Preferred embodiments of the present invention may be implemented asmethods, of which examples have been provided. The acts performed aspart of the methods may be ordered in any suitable way. Accordingly,embodiments may be constructed in which acts are performed in an orderdifferent than illustrated, which may include performing some actssimultaneously, even though such acts are shown as being sequentiallyperformed in illustrative embodiments.

FIGS. 1B and 1C, taken together, illustrate one general embodimentdescribing a VAR implementation enhancing a traditional sports bettingvenue in a casino. FIG. 1B illustrates the state of the system at thetime a wager is made by a consumer, while FIG. 1C illustrates the stateof the same system at the time the sporting event is occurring. WhileFIGS. 1B and 1C illustrate a VAR embodiment, it is understood that thesame fundamental ergonomic interface and system could also beimplemented in a VRV embodiment with the VRV embodiment having theadvantage of geographic diversity—i.e., not necessarily functioning atthe physical casino sports betting venue or in the presence of atelevision display screen.

In the exemplary system 125 of FIG. 1B the VAR device 126 (e.g., smartphone) captures the live football game preshow video feed displayed ontelevision monitor 106′ with its internal camera. The captured videofeed video 106″ is selected by being in the field of view of the VARdevice's 126 camera (not shown). That is, none of the video feeds in anyof the other monitors 101′ thru 105′ as well as statistics 107′ and 108′are in the field of view of the VAR device's 126 camera. In addition tothe live captured video 106″, augmented reality overlays 127 and 128 aresuperimposed on the VAR device's 126 display screen. As illustrated inthis example 125, a portion of the augmented reality overlay 127displays the current odds and structures for three different types ofbets for the pending Alabama verses Georgia football game i.e., “MoneyLine,” “Over/Under,” and “Spread.” In addition to current odds andstructures, the VAR device's 126 display screen also includes anaugmented reality virtual help button 128. Hence, with the benefits ofthis invention, the consumer simply points their VAR device's 126 at thesporting event of interest and immediately sees the current odds and betstructures available for the specific sporting event or game ofinterest. To make a wager, the consumer merely actuates the appropriatebet 129 (e.g., tap on the portion of the VAR screen displaying the betof interest, while the VAR device is focused on the game or event ofinterest—as illustrated in FIG. 1B, the bet would be “Georgia must winby at least four points”) with the wager being automatically recordedand paid for from a preestablished account (assuming the consumer isknown to the system) or the pending wager logged with an unique serialnumber (assuming the consumer is not known to the system) that will befinalized if the consumer funds the wager before the designated event's“no more bets” period begins.

By itself, the previously disclosed ergonomic VAR interface enabled bythis exemplary embodiment would greatly reduce the intimidation ofnovice consumers when first approaching sports betting venues as well aspotentially eliminate transcription errors for more experiencedconsumers (e.g., assume the wrong spread for a given game due tomisreading the odds display). Yet, with the addition of various nestedhelp modes 128 embedded into the VAR ergonomic system, the novice andexperienced consumer can divine the answers to whatever level of detailhe or she would want to know about the potential bets available viatheir own private interactions. For example, the previous records of thetwo teams playing each other could be queried, or any news concerningthe teams (e.g., a quarterback recently hurt in practice) can bedisplayed, or detailed descriptions of the potential bets can beprovided—e.g., “Money Line” (i.e., the selected team “Georgia” winsoutright with the amount a player must wager “$185” in order to win$100), “Over/Under” (i.e., a bet on whether the combined score of thepending game will be above or below an a priori number “4.5”), and“Spread” (i.e., a bet where the pay-off is based on whether one teamdefeats the other by a greater than or equal to a priori margin “3.5,”rather than a simple “win or lose” outcome).

Once the wager is made, the ergonomic features of the VAR systemcontinue with support and updates as the game or event plays out asshown in FIG. 1C. In this exemplary embodiment 135, the VAR device's 136field of view is still focused 106′″ on the same football game asillustrated in FIG. 1B, but now the game is in progress with theconsumer having already wagered $20 on “Georgia” and “+4.5” (i.e.,Georgia must win by a score greater than 4.5 points for the wager to payoff) 139. At this point in time in the game (“12:23” remaining in the“4^(th) Quarter” 137), the consumer is winning the wager with the actualscore 140 “Alabama 14” and “Georgia 21”. Thus, as enabled by thisinvention, even a novice consumer can readily understand the status oftheir wager(s) in real time by simply placing the desired event in thefield of view of their VAR device 136. As before, the ergonomic helpinterface 138 would also be available during the game or event's playwith detailed explanations of the current status and other ancillaryinformation readily available.

The benefits of the VAR device are not limited to one or two sportingevents or wagers. In a preferred embodiment, the sports betting venuetypically includes a plurality of television monitors with eachtelevision monitor displaying a different sporting or gaming event(e.g., 101 thru 106 of FIG. 1A) with each sporting or gaming eventhaving its own discrete wagering structure plus related odds andpayoffs. In this preferred embodiment, the consumer simply points his orher VAR device at any one of the plurality of television monitors withthe VAR device automatically displaying the correct wagering structure(for sporting of gaming events where no wager has been made by theconsumer and bets can still be accepted) or updates (for games or eventsin progress where the consumer has also made a wager) as soon as the onetelevision monitor is identified in the VAR device's field of view.Correspondingly, the VAR device will support any realistic number ofwagers the consumer wishes to make or monitor simultaneously.

FIGS. 1D1, 1D2, and 1E, taken together, illustrate a second embodimentdescribing a VAR implementation enhancing a traditional sports bettingvenue in a casino. FIGS. 1D1 and 1D2 illustrate the state of the systemat the time a wager is made by a consumer while FIG. 1E illustrates thestate of the same system at the time the sporting event is occurring.While FIGS. 1D1, 1D2, and 1E illustrate a VAR embodiment, it isunderstood the that same fundamental ergonomic interface and systemcould also be implemented in a VRV embodiment with the VRV embodimenthaving the advantage of geographic diversity—i.e., not necessarilyfunctioning at the physical casino sports betting venue or in front of atelevision feed.

In the exemplary system 150 of FIG. 1D1 the VAR device 156 (e.g., smartphone) captures the Formula One preshow video feed displayed ontelevision monitor 105′ with its internal camera. The captured videofeed video 105″ is selected by being in the field of view of the VARdevice's 156 camera (not shown in FIG. 1D1). In addition to the livecaptured video 105″, augmented reality overlays 158 and 160 aresuperimposed on the VAR device's 156 display screen as a “first digitaloverlay.” As illustrated in this example 150, a portion of the augmentedreality overlay 160 displays a pending podium wager 157 selected by theconsumer with the consumer betting “$100” that the finish podium for therace scheduled for Sep. 13, 2020 will be “Hamilton” and “Vettel” withthe third place on the podium not yet selected. As illustrated in FIG.1D2, the consumer utilized a virtual “select wheel” 161 to choose his orher driver selections for the final position on the podium(“Ricciardo”), thereby completely defining the bet as “Hamilton,”“Vettel,” and “Ricciardo” in that order—i.e., first, second, and third160′. Alternatively, the consumer selection and pending bets could bedisplayed on two or more consecutive first digital overlays. Thus, thescope of the “first digital overlay” covers both embodiments, namely, adigital overlay that simultaneously displays possible/available wagersand provides an interactive display to enter wagers, or consecutivelyappearing digital overlays that first displays possible/availablewagers, and then provides the interactive display to enter the wagers.Again, with the benefits of this invention, the consumer simply pointstheir VAR device's 156 at the sporting event of interest and immediatelyhas the ability to make a wager automatically recorded and paid for froma preestablished account (assuming the consumer is known to the system)or have the pending wager logged with a unique serial number (assumingthe consumer is not known to the system) that will be finalized if theconsumer funds the wager before the designated event's “no more bets”period begins.

Once the wager is made, the ergonomic features of the VAR systemcontinue with support and updates as the game or event plays out asshown in FIG. 1E with a “second digital overlay.” In this exemplaryembodiment 175, the VAR device's 176 field of view is still focused 105′“on the Formula One race now in progress 105” where the consumer hasalready wagered $100 on the final podium winners 177 arrangement.Specifically, the consumer has wagered 180 that the final podium will be“Hamilton” in first place, “Vettel” in second place, and “Ricciardo” inthird. However, as the race is presently unfolding 181 the podium wouldbe arranged “Ricciardo” in first place, “Hamilton” in second place, and“Vettel” in third place, assuming nothing changes between the presenttime and the end of the race. Consequently, the VAR system is offeringthe consumer a “Cash-Out Option” 182 of paying back $20 of the $100wagered if the consumer agrees to terminate the wager at this point intime (i.e., “12 laps remaining”). If the consumer does not elect toactuate the “Cash-Out Option” 182 and the race ends in the presentlyrunning order 181, he or she will receive nothing and lose the entire$100. Of course, the amount of money offered in the “Cash-Out Option”182 will vary depending on how accurate the consumer's pending bet is atthe time and how close the event is to ending e.g., if the consumer hadwagered “Ricciardo” in first place, “Hamilton” in second place, and“Vettel” in third place the “Cash-Out Option” value may be $140 since anoutright win would reimburse the consumer 195% or $195 for their $100wagered. As before, the ergonomic help interface 178 would also beavailable during the game or event's play with detailed explanations ofthe current status and other ancillary information readily available.

As is apparent to those skilled in the art, this type of “Cash-OutOption” is typically not available in sports or event betting venues.Displaying the myriad of potential “Cash-Out Options” available on acontinuous basis to the plurality of consumers across a multiplicity ofevents is virtually logistically impossible using prior art technology.Therefore, aside from the benefits of reducing the intimidation andpotential confusion for both novice and experienced consumers desiringto make a bet, the present invention also enables new forms of wagering.

For example, another new form of wagering enabled by the presentinvention is to enable “Catastrophic Gambler's Insurance” for sports orother VAR or VRV forms of wagering. Catastrophic Gambler's Insurance wasoriginally invented by David Sklansky (see “Ducy? Exploits, Advice, andIdeas of the Renowned Strategist” by David Sklansky and AlanSchoonmaker, copyright © 2010 by Two Plus Two Publishing LLC). It is aunique supplemental form of gaming that combines both math andpsychology by essentially ensuring a consumer's minimum amount of betsand a subsequently chance to win more money while simultaneouslyincreasing the casino's average profits. The concept essentiallyguarantees that a consumer cannot lose more than an a priori maximumamount if he or she wagers a minimum amount a minimum number of times.For instance, assume a consumer has $550 to wager on point spreadfootball games. With prior art betting, the consumer would wager on fivegames $110 each to win a potential $100 for each game with a maximumpossible winnings of $500. However, with Catastrophic Gambler'sInsurance enabled by the custom individual consumer portals in VAR andVRV embodiments of this invention, the consumer could bet on ten gamesonly risking the same $550 resulting in a maximum possible winnings of$1,000—i.e., any loss above $550 would be forgiven. CatastrophicGambler's Insurance enables this type of betting because it isessentially insuring against a “Black Swan” event (i.e.,disproportionate role of high-profile, hard-to-predict, and rare eventsthat are beyond the realm of normal expectations—e.g., >2σ events), forthe casino to lose money in this example the consumer would have to winfewer than three games which would occur only approximately 6% of thetime costing the casino around $10 in Expected Value or “EV.” However,the subsequent increase in betting volume from five games to ten gameswagered increases the overall EV to the casino by $25, such thatoffering Catastrophic Gambler's Insurance effectively nets the casino anextra $15 in profit on average.

One reason that Catastrophic Gambler's Insurance has not been typicallyimplemented in prior art wagering systems, is that the insurance eitherrequires the consumer to obligate himself or herself at one time for alarger amount wagered or the betting history of the consumer must betracked over pluralities of individual wagers, thereby ensuring that theminimum number of qualifying bets were made to qualify for CatastrophicGambler's Insurance. Arguably, with player loyalty programs some form ofCatastrophic Gambler's Insurance will be implemented in the future butobtaining the insurance would still remain problematic for casual oranonymous betting consumers. Fortunately, since VAR and VRV embodimentsof this invention enable custom individual consumer wagering portals,tracking of the number and types of bets per portal required to obtainCatastrophic Gambler's Insurance becomes computationally trivial. Sinceevery wager by an individual consumer is made through the same VAR orVRV device, the application on the device and the valet betting system(e.g., 282 of FIG. 2D) can both maintain running totals, automaticallyoffering Catastrophic Gambler's Insurance if X number of additional betsare made within some predefined time period—e.g., in the previousexample of Catastrophic Gambler's Insurance, if the consumer has alreadywagered $550 on five football games a popup display may appear on theVAR or VRV device offering to limit the consumer's total losses to $550assuming he or she wagers on five additional games. Anonymous trackingof the consumer's progressive betting is achieved by monitoring thewagers placed through the VAR or VRV device's betting portal by both thelocal application and the valet betting system with unique periodic“tracking tags” issued to each VAR or VRV device when the first wager ismade. Thus, the tally of total bets and bet types could be readilymaintained by both the VAR or VRV device locally as well as on the valetbetting system (e.g., maintained on the Bet and Other Data Storagedatabase 216, 249, 272, and 287 on FIGS. 2A thru 2D respectively). Toprotect against potential hacking frauds from illicit consumers, theassigned tracking tags may be registered with unique identifiersassociated with the VAR or VRV device (e.g., Media Access Control or“Mac” address, Burned-In Address or “BIA”, Unique Identifier or “UID”).Additionally, the tracking tag may be modified each time the VAR or VRVdevice communicates with the system via a known algorithm (e.g., LinearCongruential Generator or “LCG”, Mersenne twister). The combination ofunique periodic tags coordinated with VAR or VRV device uniqueidentifiers is extremely difficult to fake by an outside hacker.

Similar to the various VAR embodiments previously disclosed, FIG. 1Iillustrates an exemplary VRV system 185 providing comparablefunctionality with a VRV device 186 displaying a live football gamepreshow video feed in simulated three-dimensional 187 and 187′ withaugmented reality overlays superimposed. As illustrated in this example185, a portion of the augmented reality overlay displays the currentodds and structures for three different types of bets for the pendingAlabama verses Georgia football game (i.e., “Money Line,” “Over/Under,”and “Spread”)—187 and 187′ are also illustrated magnified in FIG. 1J.The wagering, querying, and cash out functions with this VRV embodimentare virtually identical to the VAR device (e.g., hand motions replacephysical tapping) and will not be repeated here for the sake of brevity.

Of course, the VAR and VRV embodiments are not only applicable to livesports, virtual sports, or casino betting application, the samedisclosed technology can be utilized by other gaming environments. Forexample, VAR embodiments augmenting lottery drawings can reduce oreliminate consumer confusion while possibly attracting younger clientelewho, to date, do not appear to be purchasing as many lottery products asolder customers.

FIG. 1K illustrates an exemplary televised Powerball® lottery drawing130 on a home flat screen television set 131. As is typical with lotterystyle drawings, in example 130 the winning numbers are selected from aping pong ball draw machine with the winning numbers drawn in sequence.While this format has been a mainstay of lottery drawings for decades,many potential consumers find it boring and confusing. This is primarilybecause consumers are attracted to lottery lotto style drawings for thejackpot prize and some are not even aware of the lesser prizes (e.g.,with Powerball it is possible to win $1,000,000 by matching all five“white ball” numbers and still not win the jackpot if the colored“Powerball” number was not selected) with the consequence that mostlottery consumer viewers realize they cannot win the jackpot after thefirst ball is drawn and therefore lose interest. However, with thebenefits inherent in a VAR enhancement, a televised lottery drawing 131can be revitalized with the consumer being enabled to bet remotely andbe informed of the significance of each ball drawn thereby avoidingconfusion and possibly attracting new consumers. As shown in FIG. 1K,the ongoing Powerball drawing 131 is enhanced for the consumer with aVAR device 132 providing real time updates as to the status of theconsumer's bet relative to the drawing as a second digital overlay. Inthis exemplary embodiment 130, the consumer's Powerball bet could havebeen previously recorded by the VAR device 132 by scanning the barcodeon the consumer's purchased Powerball ticket, or manually keying in thePowerball ticket's serial number, or entered by the VAR device itself.Regardless of how the VAR device 132 became cognizant of the consumer'sbet, the VAR device 132 would augment the drawing experience by firstcapturing images of the televised drawing 131 forwarding the capturedimages as well as optionally meta data to a separate VAR server forfurther processing. At the VAR server, the captured images are firstprocessed to identify the specific televised real world video drawingand also generate at least one constructive visual digital image objectassociated with the real world video feed. The VAR sever or the VARdevice 132 overlays the constructive visual digital image object on aportion of the televised real world drawing video image resulting in acomposite image (133 and 134) displayed on the VAR device 132 screen.The resulting composite display thus being comprise of at least aportion of the televised drawing 133 and the constructive visual digitalimage 134.

In the exemplary embodiment 130 of FIG. 1K, the constructive overlay 134provides real time updates as to the status of the consumer's betrelative to the live televised real world drawing. Accordingly, in thisexemplary embodiment 130, the consumer receives personalized bet updatesin real time thereby enhancing suspense and the viewing process. Ofcourse, the lottery exemplary embodiment 130 constructive overlay 134could be enhanced to allow the consumer to interact with the VAR device132—e.g., deposit winnings into an account, bet the same or differentnumbers on a future drawing, subscribe to multiple drawings, interactwith a Near Field Communications (“NFC”) credit or debit card.

As is apparent to one skilled in the art, both the VAR and VRVembodiments are not necessarily restricted to betting environments, thesame disclosed technology and systems can be applied to otherinteractive venues, such as live sporting event statistics, automatedpurchasing of a product advertised on television, subscribing to apremium television subscription service, audience feedback innon-wagering environments, etc. For example, FIG. 1L provides arepresentative example 110 of a prior art non-gambling-orientedtelevision show that features audience interaction wherein variousamateur singers advance in the show based on live audience votes—i.e.,“The Choice.” In the exemplary embodiment 111 illustration of FIG. 1M,the VAR Device 112 is deployed in a home environment detecting a livetelevision broadcast 113 of the exemplary “The Choice” 110 prior artnon-gambling-oriented television program of FIG. 1L in which the VARdevice 112 has already identified the “The Choice” 110 program andcorrespondingly the VAR device 112 has superimposed an augmented realityoverlay 116 on the VAR device's 112 display screen along with the “TheChoice” 110 television program. Similar to the gambling embodiments, theVAR device 112 superimposed first digital overlay 116 including virtualbuttons 117 and 118 that allow the consumer to vote for which singer(i.e., “Singer A” 117 or “Singer B” 118) she would like to advance inthe show. Once the selection is made by the consumer, the vote would betransmitted to the associated television program's server in a mannercomparable to gambling embodiments. In an alternative exemplaryembodiment, once the television program has been identified (e.g., “TheChoice”) by the consumer's VAR Device it can optionally elect to receivean external video feed directly, thereby freeing the consumer fromhaving to continuously hold the VAR device. For example, FIG. 1Nillustrates a VAR device 115 operating in handoff mode on a city street114. In the example of FIG. 1N, the VAR device is shown displaying asuperimposed second digital overlay typical for providing updates afterthe consumer's vote is cast, showing how the percentage of votes theconsumer's selected singer 117′ is garnering relative to the competition118′.

FIGS. 2A and 2B, taken together, illustrate one embodiment of anexemplary VAR system at the time a wager is made by a consumer 200 (FIG.2A) and at the time the sporting event is occurring 230 (FIG. 2B). Asillustrated in the swim lane flowcharts 200 and 230 of FIGS. 2A and 2B,this one embodiment of the invention is conceptually divided into threegroups (i.e., “VAR Device” 201 and 231, “VAR server” 202 and 232, and“External Event Data” 203 and 233) by the three “swim lane” columns asshown in both figures. If a particular flowchart function appearscompletely within a swim lane, its functionality is limited to the datacategory of the associated swim lane—e.g., optional TargetIdentification process 206 and 236 is exclusively processed by the VARDevice 201 and 231.

FIG. 2A swim lane flowchart 200 begins with the VAR User Device 204optionally receiving a Download 205 of the VAR application. In someembodiments, the VAR application is active on the VAR User Device 204 toimplement the invention. Preferably, the downloaded application may beautomatically activated by a Bluetooth or wireless message that isreceived by the VAR User Device 204 when it passes through a portal suchas a casino entrance. Alternatively, the application may beautomatically activated by a “local” condition programmed into the VARUser Device 204, tied to the venue's Global Positioning System (GPS)location. In the simplest implementation, the application is manuallyactivated by the consumer.

Assuming the VAR application is present and active on the VAR Device201, the device can be initiated with one of two actions: (1) optionallyidentifying an object of interest 206 to begin the betting processthread or (2) used to request service 219 (e.g., cocktail, food, fundingrequests, manual bet) as the consumer desires. Whenever it is actuated,the Service Request 219 function seamlessly interacts with the casino'sinternal restaurant, bar, betting system, Point Of Sale (POS) system,etc. thereby passing the request and consumer's location for latercompletion by human staff or existing, prior art, automated process.Despite its location at the top of the flowchart, it should not beassumed that the Service Request 219 function is state dependent, ratherit can be initiated at any time as an added separate thread to normalVAR operations when the consumer desires.

Returning to the betting process thread, the consumer points the VARDevice 201 at objects of interest (e.g., television displays of sportingevents) that are within the field of view of the VAR Device's 201 cameraand identified 206. This optional step is accomplished by physicalreference points placed in the casino or television monitor for thecamera to find e.g., barcodes, machine readable landmarks. Additionally,data displayed directly on the monitors may also assist or beexclusively utilized in Target Identification 206—e.g., barcodes,digital watermarks, Optical Character Recognition or “OCR”, logoidentification, the video broadcast itself. In an alternativeembodiment, a message is displayed on the VAR Device 201 display askingthe consumer to aim the internal camera at live feed sports monitors orother objects of interest in the venue.

In one specific embodiment, a Fast Fourier Transform (FFT) samplingalgorithm is performed on periodic video scenes on each of the differentchannels on display and saved in the Video Target Identification &Location Database 212. In parallel, a FFT can also be performed on thevideo image within the field of view of the VAR Device's 201, such thatif the FFT in the Video Target Identification & Location Database 212and the FFT of the image within the field of view of the VAR Device's201 camera are identical or mostly similar, the target can be reasonablyidentified. Among other things, this embodiment has the advantage ofgeographic diversity wherein the VAR Device 201 need not be at an apriori location, but could be anywhere (e.g., sports bar, home) thatapplicable laws allow. For example, FIG. 1F illustrates the same FormulaOne race 195 second embodiment of FIGS. 1D1, 1D2, and 1E, where the VARDevice 191 is deployed in a home environment 190 with real time updatesconcerning the on-going wager's status provided. Thus, the functionalityof the VAR device 201 (FIG. 2A) is not necessarily limited to operationin a sports betting venue, VAR updates or other enhancements can beavailable wherever and whenever the VAR device 201 is focused on a videofeed of interest. In another specific embodiment, the entirefunctionality of the VAR device 201 (i.e., support, wagering, updates,early cash-out, and validation of winning wagers) can be implementedanywhere local and federal laws allow.

In another specific embodiment, other sampling algorithms are executedon continuous or periodic video scenes from each of the differenttelevision programs available for betting and saved in the Video TargetIdentification & Location Database 212. For example, a histogramsampling algorithm of each of the video program's Red, Green, and Blue(RGB) data channels can be readily executed, providing a representationof the distribution of the intensities of each color's pixels with thenumber of pixels of a given value providing the ordinate (s-axis)coordinates with the abscissa (i-axis) coordinates arranged between 0and 255 (assuming 8-bit video)—e.g., see 403 (red), 404 (green), and 405(blue) of FIG. 4A and 423 (red), 424 (green), and 425 (blue) of FIG. 4B.Thus, the RGB channel histograms of a given video stream would providean estimate of the probability distribution of the various RGB channel'spixel's intensity count as continuous variables. These types ofhistograms have the advantages of simplicity of calculation as well astypically not varying significantly from video-frame to video-frame solong as the general scene remains the same, although these types ofhistograms usually differ meaningfully if the scene changes—e.g., referto FIGS. 4A and 4B. Both figures illustrate a single different videoframe in the red (400 of FIG. 4A and 420 of FIG. 4B), green (401 of FIG.4A and 421 of FIG. 4B), and blue (402 of FIG. 4A and 422 of FIG. 4B)channels of two different scenes of a football game. However, theassociated histograms for each color channel of the two scenes differsignificantly (404, 405, and 406 of FIG. 4A and 423, 424, and 425 ofFIG. 4B) in terms of graph shapes and peaks (e.g., 406, 407, and 408 ofFIG. 4A) as well as statistical parameters (e.g., mean, standarddeviation, median).

These same types of RGB channel histograms can also be executed on theobject of interest video image within the field of view of the VARDevice's 201 (FIG. 2A), such that if the histogram in the Video TargetIdentification & Location Database 212 and the histogram of the imagewithin the field of view of the VAR Device's 201 camera are identical ormostly similar, the target can be reasonably identified. The typicalsimilarity of histograms from one video frame to the next in the samescene accommodates any expected system latency occurring between cameracapture and analysis and Video Target Identification & Location Database212 comparison. The histogram stability throughout common scene framesis significant, because of the inherent latency between acquiring theobject of interest image in the VAR device and identification viaexternal event data 212, multiple video frames with the same identifyingmetrics or “fingerprint” increases redundancy while also ensuring thatthe video frames between the VAR device 201 and outside data 212 neednot necessarily compare the exact same video frame. This is especiallyrelevant when it is realized that even if the VAR device 201 andexternal data 212 time tag video frames in metadata, at the variousFrames Per Second (FPS) rates commonly employed (e.g., traditional filmat 24 FPS, standard television broadcasts at 60 FPS, newer standards at120, 240, or 300 FPS) achieving clock synchronization between the VARdevice 201 and external data 212 would require millisecond (ms) accuracy(e.g., approximately 42 ms for traditional film, 3 ms for 300 FPS).

In a preferred alternative specific embodiment, the object of interestvideo program display is divided into segments (e.g., halves, quadrants,eights) with a histogram or other color sampling algorithm executed oneach of the created segments. With this alternate specific embodiment,the Red, Green, and Blue (RGB) data channels in each segment areanalyzed to create separate metrics summarizing the distribution ofcolor and intensity of each segment. The derived metrics from eachsegment are then compared (e.g., ratio) to the metrics of the othersegments with the resulting comparison metrics constituting theidentifying aspects of the video program.

For example, FIG. 4C illustrates the same common video frame of FIG. 4Bdivided into four segments 475. In this example, each segment (i.e., 476thru 479) has its own summation or count metrics covering the totalnumber of red, green, and blue pixels exceeding an a priorithreshold—e.g., total number of pixels in each RGB channel withintensities exceeding an overall median average of “116” decimal on apossible intensity scale of 0-255. The count metrics from each segmentare then compared to the count metrics from the other segments in theform of a ratio between the same RGB color channels (e.g., the ratiosbetween 476 “Segment 1” and 477 “Segment 2” RGB channels would be“R=132:165”, “G=87:117”, and “B=54:92” or “B=27:46” simplified) with theresultant ratios between all segments becoming the final metricsutilized to identify or “fingerprint” each specific object of interestvideo program display frames. In an alternative exemplary embodiment,each segment's RGB summation metrics could be first converted topercentages of each segment with ratios between the resultantpercentages utilized to identify or “fingerprint” each specific objectof interest video program display frame. The percentage alternativeexemplary embodiment having the advantage of inherently representing therelative distribution of high luminosity RGB pixels within a segmentwith a higher noise immunity from variations in screen brightness orenvironmental lighting.

The various RGB count metrics and associated percentages for the fourexemplary segments (476, 477, 478, and 479) of FIG. 4C are listed inTable 1. The associated ratios for the RGB count metrics and associatedpercentages of the four exemplary segments are listed in Table 2. Theratios provided in Table 2 constitute the final metrics utilized toidentify or “fingerprint” each specific object of interest video displayframe. As before, these resultant ratio final metrics derived from theVAR device (201, FIG. 2A) would then be compared to the associatedidentification ratio final metrics derived from external event data 212such that if the final metrics in the Video Target Identification &Location Database 212 and the final metrics of the image within thefield of view of the VAR Device's 201 camera are identical or mostlysimilar, (e.g., ratios within one or two standard deviations) the targetcan be reasonably identified. When it is realized that predominantly thevideo display frames managed will be “live” and provided on a real timebasis, rapid and automated processing that is typical of segmenting andaccumulating comparison metrics from each segment is readily compatibleto these types of continuous updating applications.

TABLE 1 Segment Data from FIG. 4C (476) Segment (477) Segment (478)Segment (479) Segment 1 2 3 4 Percent- Percent- Percent- Percent- Countage Count age Count age Count age Red 132 48% 165 44% 171 41% 144 40%Green 87 32% 117 31% 161 38% 135 38% Blue 54 20% 92 25% 90 21% 80 22%Total 273 100%  374 100%  422 100%  359 100% 

In addition to the real time processing benefits, this segmentation andcomparison preferred alternative specific embodiment, also has theadvantage of ready adaptability to machine learning. When developing thealgorithms for target identification, the algorithm can record multipletypes of video feeds by dividing the frames into segments and comparingthe metrics from each segment to each other segment with this datacompared to “noisy” video frames also in its test database (e.g., skewedtarget video, low contrast video, poorly framed video, high or coloredambient lighting) with the algorithm automatically adjusting its ownparameters (e.g., acceptable tolerance in metric deviations,segmentation, types of metrics) to achieve the best identificationrates.

TABLE 2 FIG. 4C Segment Data Ratios (476) Segment 1 (477) Segment 2(478) Segment 3 (479) Segment 4 Count Percentage Count Percentage CountPercentage Count Percentage (476) Segment 1 Red N/A N/A 132:165 48%:44%132:171 48%:41% 132:144 48%:40% (476) Segment 1 Green N/A N/A  87:11732%:31%  87:161 32%:38%  87:135 32%:38% (476) Segment 1 Blue N/A N/A54:92 20%:25% 54:90 20%:21% 54:80 20%:22% (477) Segment 2 Red 165:13244%:48% N/A N/A 165:171 44%:41% 165:144 44%:40% (477) Segment 2 Green117:87  31%:32% N/A N/A 117:161 31%:38% 117:135 31%:38% (477) Segment 2Blue 92:54 25%:20% N/A N/A 92:90 25%:21% 92:80 25%:22% (478) Segment 3Red 171:132 41%:48% 171:165 41%:44% N/A N/A 171:144 41%:40% (478)Segment 3 Green 161:87  38%:32% 161:117 38%:31% N/A N/A 161:135 38%:38%(478) Segment 3 Blue 90:54 21%:20% 90:92 21%:25% N/A N/A 90:80 21%:22%(479) Segment 4 Red 144:132 40%:48% 144:165 40%:44% 144:171 40%:41% N/AN/A (479) Segment 4 Green 135:87  38%:32% 135:117 38%:31% 135:16138%:38% N/A N/A (479) Segment 4 Blue 80:54 22%:20% 80:92 22%:25% 80:9022%:21% N/A N/A

Of course, as is apparent to one skilled in the art in view of thisdisclosure, there are numerous variations on the exemplary segmentationand comparison embodiment 475 of FIG. 4C that may under somecircumstances be more desirable then the present disclosure. Forexample, the number of segments may be readily increased to enhanceresolution or the sizes and shapes of the various segments may beasymmetrical providing more emphasis to portions of the video frame(e.g., the segment in the center of the video frame may be larger withmultiple smaller segments surrounding the circumference of the largercenter segment, thereby emphasizing the frame's center compared to itssurroundings). Additionally, the final comparison metrics may differ(e.g., ratios divided to produce a single decimal value for each segmentcomparison) or be derived from other sampling algorithms such as FFTs orhistograms.

Regardless of the alternative specific embodiment employed, the generalconcept of dividing the object of interest video program display intosegments with metrics from each segment compared to the metrics of theother segments to provide the final metrics or “fingerprint” therebyidentifying the video program has the advantages of: low computationalload, inherent noise immunity, relatively stable final metrics fromframe-to-frame so long as the scene remains the same, and adaptabilityfor machine learning. The general concept being to model the balance ofcolor distribution in various areas of the video screen (e.g., blue skyat top, green grass at the bottom) rather than attempt to identify theobjects actually being displayed on the screen.

Though, the system's reliance on the consumer consistently pointing andproperly framing the VAR Device 201 about the television program ofinterest can be inherently noisy. Noise sources can be introduced by howwell the object of interest is framed or cropped within the VAR Device's201 field of view with noise introduced by portions of the backgroundoutside of the intended object of including background wall surfaces oreven portions of other television broadcasts. Additionally, noise canalso be introduced from the ambient lighting in the room that the VARDevice 201 is located. Fortunately, this environmental background noisecan be greatly mitigated by identifying a priori symbols of indiciaconsistently imbedded in the object of interest. For example, FIG. 4Dillustrates 450 the common video frame of FIG. 4B with an a priori logo451 (FIG. 4D—i.e., “ESPM”) superimposed over the video frame therebyproviding aid with video identity detection as well as scale and skewingof the video frame. As is already acknowledged in the art, these typesof a priori logos 451 are readily machine identifiable utilizing cloudbased neural networks. Once identified the a priori logo 451 can beemployed in the identification algorithm to reduce the number ofpossible video feeds and may under some circumstances completelyeliminate the need for other identification processes.

Additionally, since the broadcast size and shape (452 and 453) of the apriori logo 451 is “known” to the Video Target Identification & LocationDatabase 212 (FIG. 2A), once the a priori logo 451 (FIG. 4D) isidentified in the VAR Device's 201 (FIG. 2A) field of view, theperceived a priori logo 451 (FIG. 4D) size and shape (451 and 452) canbe measured with a size transformation quickly calculated to determinethe associated size and shape (454 and 455) of the television programobject of interest, thereby reducing or eliminating extraneous noisesources outside of the object of interest by automatically cropping fromthe field of view. Similar transformations can also be performed on theperceived color and intensity of the a priori logo 451 and the overallobject of interest thereby reducing or eliminating ambient lightingnoise sources. The significant concept being that the a priori logo 451typically persists through a substantial portion of the televisionbroadcast independent of scene changes and consequently the a priorilogo 451 is relatively straightforward to identify computationally.

Of course, as is apparent to those skilled in the art, there are otherinformation or data sources associated with the television programobject of interest that can assist in program identification. Forexample, the audio associated with the broadcast can also be capturedand utilized as a secondary data or information source in addition tothe video data to provide an additional or alternate method of programidentification. Alternatively, “Chirp” technology where sound waves areutilized to transmit digital data either audibly or non-audibly could beemployed to transmit out of band information also aiding in identifyingthe object of interest. These audio methods have the advantage ofprocessing acoustic data bandwidth via soundwaves that, essentiallyproviding a different out of band data source that is inherently immuneto optical noise sources. However, these same acoustical out of videoband data sources would also inherently have the disadvantages ofsusceptibility to audio noise in some environments (e.g., sports bar,casino sports betting venue). Another exemplary alternative data sourceto assist in program identification could be a Bluetooth transmitterbeacon in or around the television display that identifies the displayand the program being shown on it. Still another exemplary embodiment toassist in program identification would be to provide the consumer with aseparate interface in the VAR device to allow him or her to manuallyidentify the program of interest. Clearly, there are multiplicities ofalternative data sources independent of the video feed itself that areavailable to a skilled artesian to serve as out of video band backchannels for data transmission.

Returning to FIG. 2A, the consumer pointing the VAR Device 201 at anobject of interest also provides the system with ancillary data aidingin the object of interest detection 207—e.g., the physical position(e.g., location within a known facility) and orientation (e.g., pitch,yaw, roll, pointing direction) of the VAR Device 201. Once positioned,the VAR application optionally determines the location 207 of the Device201, by means such as GPS, Bluetooth, or cell tower triangulation. Next,the orientation of the VAR Device 201 is determined. This may beaccomplished by accessing the internal digital gyroscope embedded withinthe VAR Device 201. Optionally, this may be supplemented by placing thecamera position and orientation within a virtual Three-Dimensional (3D)representation of the “known” location (e.g., sports betting venue).This virtual representation may be built up in the Video TargetIdentification & Location Database 212 by parsing the a priori data ofposition orientations of television monitors and other objects. Thisdatabase 212 may be continuously updated with External Video & OtherData 218, thereby ensuring that any event content currently displayed onthe sports venue television monitor under examination is “known” to theVAR system.

The initially captured image 208 is then transmitted to the VAR Server's202 Image Processing 209 function that first ensures (e.g., videodisplayed barcodes, digital watermarks, Optical Character Recognition or“OCR”, indicia in the proximity of the monitors, color histograms, FFTs)that the captured image is consistent with the data associated with onetelevision program in the Video Target Identification & LocationDatabase 212 output, if so a virtual position on the VAR Device's 201display may be derived by performing an inverse projection matrix on theTwo Dimensional (2D) coordinates of the displayed video. In analternative embodiment, the Image Processing 209 function could beperformed by the VAR device itself. The camera captured image isrendered 213 with virtual valet overlaid 210 information (of course, therendering of virtual valet overlaid 210 information may also be executedon the VAR device itself). The virtual valet overlaid information 210display is a function of the sporting event of the captured image aswell as current betting options available for the same event asdetermined by the Bet Processor 211 and associated Offered Bets and Datadatabases 217. It should be noted, that the Offered Bets and Datadatabases 217 are not necessarily generic or universal, in a preferredembodiment the Offered Bets and Data databases 217 may includereferences to the consumer's previous betting history. With thispreferred embodiment, suggested bets may be highlighted that areconsistent with the consumer's betting history or alternatively“Catastrophic Gambler's Insurance” may be offered to the consumer basedon his or her betting history. Regardless of the configuration of theOffered Bets and Data databases 217, the resulting composite renderedimage 213 is then transmitted back to the VAR Device 201 for display onits screen 214. An example of this composite output is shown in FIG. 1B.

Next, assuming the consumer elects to make a wager, a specific bet isselected on the VAR ergonomic interface 215 (FIG. 2A) with that betbeing logged by the Bet Processor 211 into the Bet and Other DataStorage database 216. If the consumer's identity is already known to theVAR Server 202, the pending bet can be funded by the Bet Processor 211from the consumer's account and the wager is finalized. However, if theconsumer is anonymous to the VAR Server 202, the desired wager will beplaced in a “pending” status where it is assigned a unique serial numberby the Bet Processor 211 with the assigned serial number and associatedpending status transmitted back to the VAR Device's 201 with anappropriate notification rendered on its display. At this point, ananonymous consumer can take the VAR Device 201 to a human clerk orAutomated Teller Machine (ATM) located within the casino, transfer thepending serial number (e.g., Bluetooth, Near Field Communications or“NFC,” displayed barcode) to the venue and pay for the wager via cash,debit card, or (when allowed by local law) credit card.

Assuming the bet is funded and complete, a virtual receipt 220 will bedisplayed on the VAR Device 201 and stored in its local memory.Optionally, a physically printed receipt 221 may be made available(e.g., printed out) when the VAR Device 201 transfers the request (e.g.,Bluetooth, Near Field Communications or “NFC,” displayed barcode) at anATM, or other terminal, or to a human operator's station.

Once the wager or bet is completed, the VAR Device 231 continues tosupport the consumer throughout the sporting event's duration 230 ofFIG. 2B. Again, a state independent Service Request 235 function may beinitiated at any time as an added separate thread to normal VARoperations whenever the consumer desires.

To monitor a bet as a sporting event or game progresses 234, as before,the consumer points the VAR Device 231 on an object of interest (e.g.,television displays of sporting events) thereby identified 236 via aprocess comparable to the betting process thread. In one specificembodiment, a message is displayed on the VAR Device 231 display askingthe consumer to aim the internal camera at live feed sports monitors orother objects in the venue displaying games or events where wagers arepending. The VAR Device's 231 Position and Orientation 237 areoptionally determined in a similar manner to the betting process thread.

The initially captured image 238 is then transmitted to the VAR Server's232 Image Processing 239 function that first ensures that the capturedimage is consistent with the Video Target Identification & LocationDatabase 242 output. Assuming the image is satisfactory, the cameracaptured image is then rendered 245 with virtual valet overlaid 240information, this overlay rendering may optionally occur on the VARdevice itself. However, with the sporting event or game progressionthread, the virtual valet overlaid information 240 display is typicallymore dynamic, being driven by both the relatively static Bet Processor's241 Bet Storage 249 committed wager data and the constantly changingExternal Game Data 243, thereby providing a continuously real time datastream of salient details of the sporting event or game. Typically, thistype of real time data feed is provided by an outside provider (e.g.,Sportradar®, Goalserve.com, Fantasydata.com) as a subscription service.Regardless of the real time data stream source, the resulting compositerendered image 245 is then transmitted back to the VAR Device 231 fordisplay on its screen 246. An example of this composite output is shownin FIG. 1C. In an alternative embodiment, once the captured image isfound to be consistent with the Video Target Identification & LocationDatabase 242 (FIG. 2B), the consumer via the VAR Device 231 canoptionally elect to receive the External Video 244 feed directly throughthe VAR device 231, thereby freeing the consumer from having tocontinuously hold the VAR device 231 focused on the object of interest.This “handoff” mode of live streaming of the event to the VAR device 231can be supplied by the VAR Server 232, or alternatively throughalternative channels available to the VAR device—e.g., FIG. 1Gillustrates a VAR device 192 operating in handoff mode on a city street199.

At this point, the sporting event or game progress thread continuouslyloops 247 (FIG. 2B—i.e., continuing to provide updates for the same gameor event or, alternatively, changing to another game or event if the VARDevice 201's focus changes) until the game or sporting event ends or ifthe consumer optionally elects to cash-out before the event isconcluded. If the sporting event or game ends with the consumer a winneror the consumer elected to exercise a cash-out option 247, the threadprogresses to the Redemption Process 248. The VAR Device 231 thentransmits the winning or cash-out digital serial number to the VARServer 232 where the Bet Processor 241 queries its Bet and other DataStorage 249 database to determine if the received serial number is infact valid. Assuming the received serial number is valid and theconsumer is known to the VAR system, the Bet Processor 241 will credittheir account 250 with a notification appearing on the VAR Device's 231screen. Alternatively, if the request is valid and the consumer isunknown to the system, a payment token will be transmitted to the VARDevice's 231 memory thereby enabling a Cash Withdraw 251 when the VARDevice 231 transfers the request (e.g., Bluetooth, Near FieldCommunications or “NFC,” displayed barcode) to an ATM, or otherterminal, a smart card, or to a human operator's station. If a paperreceipt was provided at the time of the wager, the consumer could alsoelect to use the paper receipt as a bearer document demanding payment.

Of course, as is apparent to one skilled in the art, there are numerousvariations on the exemplary VAR embodiments 200 and 230 (e.g., wearableAR displays rather than smart phones, viewing sporting events on asingle television screen at a sports bar or home) that may under somecircumstances be more desirable then the present disclosure.

FIG. 2C illustrates one embodiment of an exemplary VRV system both atthe time a wager is made by a consumer and at the time the sportingevent or game is occurring 260. As illustrated in the swim laneflowcharts 260, the VRV embodiment of the invention, like the VARembodiment, is conceptually divided into three groups (i.e., “VRVDevice” 261, “VRV server” 262, and “External Event Data” 263) by thethree “swim lane” columns as shown in both figures. As before, if aparticular flowchart function appears completely within a swim lane, itsfunctionality is limited to the data category of the associated swimlane—e.g., Position & Orientation process 266 is exclusively processedby the VRV Device 261.

The swim lane flowchart 260 begins with the VRV User Device 264optionally receiving a Download 265 of the VRV application. The VRVapplication needs to be active on the VRV User Device 264 to implementthe invention. Since the VRV embodiment is location agnostic (i.e.,unlike the AR embodiments, by the very nature of “virtual reality” thephysical environment that the consumer is occupying at the time of useis irrelevant) automatic activation of the VRV application depending onlocation is not necessarily favored, with consumer manual activationbeing the preferred embodiment. Likewise, while the VRV embodiment cansupport external Service Requests 295 like the VAR embodiment (e.g.,cocktail, food, funding requests) as the consumer desires, typically theVRV embodiment will be utilized in physical environments where ServiceRequest 295 physical infrastructure is not available (e.g., home).

When the VRV application is present and active on the VRV Device 261,the consumer will be immersed into a synthetic virtual world without anyvisual contact to the surrounding environment. Consequently, unlike thepreviously discussed VAR embodiment, with the VRV embodiment only thepositioning and orientation of the consumer's head will determine theobject of interest within the created virtual environment that typicallysupplies a plurality of items of interest. Therefore, the configurationof the virtual environment itself determines the live sports events andgames available at the time and is integral to the disclosure of theinvention. For purposes of simplicity and expediency, the followingdiscussion will assume that the created virtual environment for the VRVembodiment will be similar to the casino sports betting venueillustrated in FIGS. 1A, 1B, and 1C.

To make a bet, the consumer starts the VRV application 264 (FIG. 2C) andpositions and orients the VRV Device 261 on a virtual object of interestthereby actuating the Position & Orientation function 266. Oncepositioned, the VRV application determines the orientation of the VRVDevice 261 by accessing the internal digital gyroscope, accelerometer,and compass. After the orientation of the VRV Device 261 is known, theobject of interest (e.g., television display of sporting events) istransmitted to the VRV Server 262 Image Processing 267 function thatalso receives available betting information from the Bet Processor 270and Offered Bets and Data databases 279 for the object viewed by theconsumer. This betting information is overlaid on the virtual object ofinterest with the composite image information transmitted back to theVRV Device 261 for display 268. The consumer then may select aparticular bet 269 using the VRV Device 261 where hand motions or acontroller typically determine the selection process. When the bet isselected 269, the bet request is transmitted to the VRV Server 262 BetProcessor 270, which assuming the consumer is “known” to the system andtheir account has sufficient funding, logs the bet in the Bet and DataStorage 272 database. However, if the consumer is anonymous to the VRVServer 262, the desired wager will be placed in a “pending” status whereit is assigned a unique serial number by the Bet Processor 270 with theassigned serial number and associated pending status transmitted back tothe VRV Device's 261 with an appropriate notification rendered on itsdisplay. At this point, the anonymous consumer (assuming he or she is ina casino, sports bar, or other such social environment) can offer to payfor the pending wager with a human cashier or 271 alternatively engagethe VRV ergonomic interface to establishment a payment venue viaprepaid, debit, or credit (assuming local laws allow) card 271. Assumingthe bet is funded and complete, a virtual receipt 273 will be displayedon the VRV Device 261 and stored in its local memory. Optionally, aphysically printed receipt 274 would also be available printed out whenthe VAR Device 201 transfers the request (e.g., Bluetooth, WiFi) to aprinter.

Once the wager or bet is completed, the VRV Device 261 continues tosupport the consumer throughout the sporting event's duration 275. Tomonitor a bet as a sporting event or game progresses, as previouslydiscussed, the consumer positions and orients the VRV Device 261 on avirtual object of interest actuating the Position & Orientation function266. The VRV Device's 261 position and orientation are determined in asimilar manner to the betting process thread. Once the position andorientation of the VRV Device 261 is known, the objects of interest(e.g., virtual television displays of sporting events) that are thenrendered 267 with virtual valet overlaid information. However, with thesporting event or game progression thread, the virtual valet overlaidinformation display is typically more dynamic and is driven by both therelatively static Bet Processor's 270 Bet Storage 272 committed wagerdata and the constantly changing External Game & Video Data 299, therebyproviding a continuously real time data stream of salient details of thesporting event or game. Typically, this type of real time data feed isprovided by an outside provider (e.g., Sportradar®, Goalserve.com,Fantasydata.com) as a subscription service. Regardless of the real timedata stream source, the resulting composite rendered image 267 is thentransmitted back to the VRV Device 231 for display.

At this point the sporting event or game progress thread continuouslyloops 275 (optionally changing from one wagered sporting event or gameto another) until the game or sporting event ends or if the consumeroptionally elects to cash-out before the event concluded. If thesporting event or game ends with the consumer being a winner or if theconsumer elected to exercise a cash-out option 275, the threadprogresses to the Redemption Process 276. The VRV Device 261 thentransmits the winning or cash-out digital serial number to the VRVServer 262 where the Bet Processor 270 queries its Bet and Data Storage272 database to determine if the received serial number is in factvalid. Assuming the serial number is valid and the consumer is known tothe VRV system, the Bet Processor 270 will credit their account with anotification appearing on the VRV Device's 261 screen. Alternatively, ifthe request is valid and the consumer is unknown to the system, apayment token will be transmitted to the VRV Device's 261 memory therebyenabling a Cash Withdraw 278 when the VAR Device 261 transfers therequest (e.g., Bluetooth, Near Field Communications or “NFC,” displayedbarcode) from an ATM, or other terminal, or to a human operator'sstation. Of course, if a paper receipt was provided at the time of thewager, the consumer could also elect to use the paper receipt as abearer document demanding payment.

The related swim lane system hardware architecture diagram 280 for boththe VAR and VRV is illustrated in FIG. 2D. It is also conceptuallydivided into three groups (i.e., “Consumer Interface” 281, “ValetSystem” 282, and “External Event Data” 283) by the three “swim lane”columns. As before, if a particular flowchart function appearscompletely within a swim lane, its functionality is limited to the datacategory of the associated swim lane.

The Consumer Interface 281 (e.g., hand-held consumer smart phonefunctioning as an AR device 284 and VR goggles 285) provides thetransaction portal(s) that interact with specific consumers, therebyenabling information exchange as well as wagers or bets to be sold andredeemed. All information requests as well as wagers or bets processedby the Valet System 282, are passed to the Valet System Server 286 forprocessing, recording, and optional redemption via casino ATMs 295,smart card, and/or paper receipts 294 given to a human operator.External Event Data 283 is supplied from different sources depending onthe type of information: the Game Data Server 292 being cognizant of allcurrent odds and structures for all sporting events or games wherebetting is permitted, the Video Database Server 291 tracking what videofeeds are present on which monitors, the Video Data Servers 293providing a priori data position orientations of sports venue televisionmonitors and other objects as well as providing real time data feeds(from possibly multiple sources) of the displayed sporting events orgames, and the optional Service Request 296 providing an interface tocasino POS support services (e.g., bar, food).

All Consumer Interface 281 requests are received by the Valet SystemServer's Input and Output (I/O) 290 and onto the server's CentralProcessing Unit (CPU) 289 and associated Memory 288. The Valet SystemServer's Bet and Data Storage 287 provides the non-volatile log ofrecord for all wagers made by the consumer.

Once the wager or bet is completed, the VAR Device 231 continues tosupport the consumer throughout the sporting event's duration 230 ofFIG. 2B. Again, a state independent Service Request 235 function may beinitiated at any time as an added separate thread to normal VARoperations whenever the consumer desires.

In non-gaming embodiments, such as “The Choice” embodiment 110 of FIG.1L, the same disclosed VAR devices and processes described for gaming orgambling environments can be employed to enable consumer interaction ordata updates. For example, FIG. 2E illustrates an alternativenon-gambling embodiment 222 to enable consumer voting for the exemplary“The Choice” embodiment 110 of FIG. 1L. As illustrated in the swim laneflowchart 222 of FIG. 2E, this alternative embodiment of the inventionis conceptually divided into three groups (i.e., “VAR Device” 223, “VARserver” 224, and “External Event Data” 225) by the three “swim lane”columns as shown. If a particular flowchart function appears completelywithin a swim lane, its functionality is limited to the data category ofthe associated swim lane.

To monitor the exemplary television program and vote on contestants asthe program progresses, as before the consumer points the VAR Device 223on an object of interest (e.g., 110 of FIG. 1A) by utilizing the VARapplication and user interface 226 (FIG. 2E) which initiates the TargetIdentification process 227. The VAR Device's 223 Position andOrientation 228 process optionally embeds metadata that can be utilizedto aid in positioning and skewing of any overlays that will begenerated.

The initially captured image 229 is then transmitted to the VAR Server's224 Image Processing 252 function ensuring that the captured image isconsistent with the Video Target Identification & Location Database 296output. Assuming the image is satisfactory, the camera captured image isthen rendered 255 with virtual valet overlaid 253 information, thisoverlay rendering may optionally occur on the VAR device itself with theComposite Image displayed 256. In an alternative embodiment, once thecaptured image is found to be consistent with the Video TargetIdentification & Location Database 296, the consumer via the VAR Device223 can optionally elect to receive the External Video 254 feed directlythrough the VAR device 223, thereby freeing the consumer from having tocontinuously hold the VAR device 223 focused on the object ofinterest—e.g., see 114 of FIG. 1N. This “handoff” mode of live streamingof the event to the VAR device 223 (FIG. 2E) can be supplied by the VARServer 224, or alternatively through alternative channels available tothe VAR device.

At this point, the television show progress thread continuously loops257 (i.e., continuing to provide updates for the same show or event or,alternatively, changing to another show or event if the VAR Device 223'sfocus changes) until the show or event ends 298, the contestant(s)change, or if the consumer elects to vote 257 for a contestant. If theconsumer voted 257 for a contestant in a predefined allowable timeperiod, the consumer's vote is locally processed 258 on the VAR device,thereby bundling the consumer's choice with the appropriate flag datasuch that an External Event Data server 225 can properly decode theconsumer's selection. Once the vote has been processed 258 locally, thebundled vote packet is typically forwarded to the VAR Server 224 whereit is relayed 258′ to the External Event Data server 225 as ExternalData 297 to be ultimately stored in the television show's votingdatabase 297′.

Thus, the disclosed VAR devices can be utilized for both gaming andnon-gaming embodiments. Examples of preferred embodiments of VAR devicesare provided in FIGS. 2F and 2G when used for gaming applications andFIGS. 2H and 2I for non-gaming embodiments.

FIG. 2F (flowchart) and FIG. 2G (schematic diagram), taken together,show one preferred embodiment of the present invention that allows aplurality of players 1-n to wager on one of a plurality of real worldevents 1-n being displayed on video displays 2100-2100′ that arepotentially viewable by VAR devices 2102-2102′, and monitor progress ofthe real world events and status of wagers on the real world eventsusing the VAR devices 2102. Each of the real world events arerepresented by a respective video feed 1-n that is output from arespective event camera 2104-2104′ that captures the respective event.The VAR devices 2102 include a camera 2106 and a display screen 2108.Each VAR device 2102 is operated by, and associated with, a respectiveplayer. Referring to FIGS. 2F and 2G, the process operates as follows:

-   -   Step 2000: Maintain in a database 2110 of a server 2112 that        manages wagers (i) video feeds of each of the plurality of real        world events, and (ii) wager data for each of the real world        events. The wager data includes all wagers that are possible to        be made for each of the real world events, all wagers that have        been made by respective players for each of the real world        events, and real time status of all of the wagers that have been        made by respective players for each of the real world events.    -   Step 2002: Capture, by the camera 2106 of one of the player's        VAR device 2102, video image frames of one of the video feeds        being displayed on a video display 2100 that is in the vicinity        of the player's VAR device 2102, and electronically communicate        data of the captured video image frames to the server 2112. The        data of the captured video image frames are stored in memory        2114 of the server 2112.    -   Step 2004: Identify at the server 2112 using automated video        content identification software 2116 a video feed that matches        the data of the captured video frames, the video feed thereby        identifying the real world event being captured by the player's        VAR device 2102.    -   Step 2006: Generate a first digital overlay on the display        screen 2108 of the player's VAR device 2102 that is associated        with the matched real world event. The first digital overlay is        an interactive display that allows the player to view possible        wagers and enter wagers regarding the real world event. The        player's VAR device 2102 simultaneously displays the real world        event and the first digital overlay. The possible wagers are        obtained from the wager data in the database 2110 of the server        2112.    -   Step 2008: Enter by the player a wager on the real world event        into the player's VAR device 2102 via the first digital overlay.    -   Step 2010: Electronically communicate the wager from the        player's VAR device 2102 to the server 2112.    -   Step 2012: Generate a second digital overlay on the display        screen 2108 of the player's VAR device 2102 that displays real        time status of the player's wager on the real world event. The        real time status is obtained from the wager data in the database        2110 of the server 2112.

One example of the database 2110 may be a table having at least twofields, namely, video feeds and wager data. The video feeds include thevideo feeds for the real world events 1 to n.

FIG. 2H (flowchart) and FIG. 2I (schematic diagram), taken together,show another preferred embodiment of the present invention that allows aplurality of voters 1-n to voter on one of a plurality of real worldevents 1-n being displayed on video displays 2200-2200′ that arepotentially viewable by VAR devices 2202-2202′, and monitor progress ofthe real world events and status of wagers on the real world eventsusing the VAR devices 2202. Each of the real world events arerepresented by a respective video feed 1-n that is output from arespective event camera 2204-2204′ that captures the respective event.The VAR devices 2202 include a camera 2206 and a display screen 2208.Each VAR device 2202 is operated by, and associated with, a respectivevoter. Referring to FIGS. 2H and 2I, the process operates as follows:

-   -   Step 2200: Maintain in a database 2210 of a server 2212 that        manages votes (i) a video feed of each of the at least one real        world events, and (ii) voting data for each of the at least one        real world events. The voting data includes all possible votes        that are available to be made for each of the at least one real        world event, all votes that have been made by respective voters        for each of the at least one real world event, and real time        status of the votes that have been made by respective voters for        each of the at least one real world events.    -   Step 2202: Capture, by the camera 2206 of one of the voter's VAR        device 2202, video image frames of one of the video feeds being        displayed on a video display 2200 that is in the vicinity of the        voter's VAR device 2202, and electronically communicate data of        the captured video image frames to the server 2212. The data of        the captured video image frames are stored in memory 2214 of the        server 2212.    -   Step 2204: Identify at the server 2212 using automated video        content identification software 2216 the video feed that matches        the data of the captured video frames. The video feed thereby        identifying the real world event being captured by the voter's        VAR device 2202.    -   Step 2206: Generate a first digital overlay on the display        screen 2208 of the voter's VAR device 2202 that is associated        with the matched real world event. The first digital overlay is        an interactive display that allows the voter to view possible        votes and enter votes regarding the real world event. The        voter's VAR device 2202 simultaneously displays the real world        event and the first digital overlay. The possible votes are        obtained from the voting data in the database 2210 of the server        2212.    -   Step 2208: Enter by the voter a vote on the real world event        into the voter's VAR device 2202 via the first digital overlay.    -   Step 2210: Electronically communicate the vote from the voter's        VAR device 2202 to the server 2212.    -   Step 2212: Generate a second digital overlay on the display        screen 1308 of the voter's VAR device 2202 that displays real        time status of the voter's vote on the real world event. The        real time status is obtained from the voting data in the        database 2210 of the server 2212.

One example of the database 2210 may be a table having at least twofields, namely, video feeds and voting data. The video feeds include thevideo feeds for the real world events 1 to n.

As discussed above, and illustrated in FIGS. 2G and 2I, automated videocontent identification software 2116/2216 is preferably used to identifythe video feed that matches the data of the captured video frames. Thevideo feed thereby identifies the real world event being captured by theplayer's AR device.

Various techniques may be implemented in the automated video contentidentification software. As previously described, segmented video framedata or histograms of video image frames may be generated, and thencompared with segmented video frame data or histograms of video imageframes created from the video feeds of the real world events. Timestamps are used to match up the appropriate video data to be compared.Other previously described techniques may also be used.

In addition to the previously described techniques, the video contentidentification software may use video-based Automatic ContentRecognition (ACR). In one preferred embodiment, the video-based ACR usesvideo fingerprinting or digital watermarking. In the case of the videofingerprinting, the ACR software compares video fingerprints of capturedvideo image frames to video fingerprints from the video feeds of thereal world events. These techniques are well-known in the art, and thusare not described in further detail herein.

Regarding the data of the captured video image frames that are sent fromthe AR device to the server for use in the identification process, thedata may be the actual video image frames which may then be subsequentlyanalyzed using video-based ACR software, or the data may berepresentations of the captured video image frames, such as thesegmented video frame data or histograms of video image frames describedabove. If a video-based ACR technique is used for the identificationprocess, the data may be video fingerprints generated in the AR device,instead of in the server. Sending representations of the captured videoimage frames reduces bandwidth requirements of the communication channelbetween the AR device and the server.

Typically for gambling embodiments, prior art systems that offer someform of digital assistance to the betting consumer require the consumerto first register with the system, thereby identifying themselves (e.g.,Know Your Customer or “KYC”) and at the same time establish an accountwhere funds can be stored for future bets and winnings deposited. Whilethe disclosed VAR and VRV embodiments of this invention can readilysupport registered known customers, specific embodiments of thisinvention also support funding and redemption of anonymous consumers,where the consumer's identity remains unknown to the system with fundingand redemption conducted at existing real (i.e., brick and mortar)locations within the casino, thereby maintaining compliance with localand federal laws. FIGS. 3A and 3B, taken together, illustrate onespecific embodiment enabling anonymous wager and redemption implementedas part of a VAR system. FIG. 3A provides an isometric view 300 of ananonymous betting and cash-out interface with FIG. 3B providing theassociated swim lane flowchart. Of course, anonymous wager andredemption is also possible with VRV embodiments in a similar manner,assuming the VRV system is physically located where this is allowed bylaw (e.g., within a casino's facility). Anonymous wagering andredemption with a VRV system operating in a home location, however, is adifferent matter. For most home application the identity of the VRVconsumer will be known, with the possible exception of home embodimentsutilizing cryptocurrency (e.g., Bitcoin) as a funding and payout sourcein a virtual digital wallet or possibly using Near Field Communications(NFC) via a smart card, chip card, or integrated circuit card (ICC) asshown in FIG. 3A.

In the exemplary system 300 of FIG. 3A the VAR device 302 (e.g., smartphone) has either logged a pending anonymous bet and received an uniqueserial number from the VAR system or has won a previous anonymous wageralready logged by the system. With either situation, the VAR exemplarysystem 300 maintains consumer anonymity by directing the consumer totake the VAR device 302 to a casino ATM 301 or a clerk station (notshown in FIG. 3A) in the casino's sports betting area. Since both theATM 301 and clerk station are physically located on the casino grounds,an anonymous transaction embodied by the VAR device 302 is typicallycompliant with local and federal laws. Alternatively, the casino mayissue a smart card or ICC, that transfers payments and receives winningsto/from the VAR device 302 via NFC 303.

Assuming the consumer has logged a pending bet and now needs to finalizethe wager by tendering funds before the designated betting event's “nomore bets” period begins, the VAR device 302 will have received anunique serial number from the VAR system that functions as a pointer onthat system to the pending bet. Once the unique serial number isreceived by the VAR device 302, the consumer is directed to proceed to acasino ATM 301 or a clerk station (not shown in FIG. 3A) in the casino'ssports betting area with a warning that the pending bet will be canceledif not tendered before the beginning of the “no more bets” period. In apreferred embodiment, the VAR application will provide a map of thecasino floor illustrating where the consumer is relative to possibleATMs 301 and clerk stations. Assuming the consumer arrives at anappropriate casino ATM 301 or clerk station within the designated timeperiod, he or she will be instructed to transfer the serial number tothe ATM 301 by tapping the VAR device 302 on a receiver pad to transferthe serial number via NFC 303, or scanning a barcode 304 rendered on theVAR device's 302 screen into the ATM clerk station or, or manuallyentering the human readable embodiment of the serial number 305 renderedon the VAR device's 302 screen into the ATM's 301 clerk station'skeypad. When the serial number is received, the ATM or clerk stationwill next prompt the consumer to tender cash, or a debit, or credit(assuming a credit card is legal for wagers) to culminate the bet. Ifthe appropriate funds are received before the start of the “no morebets” period, the pending bet is logged on the VAR system as paid andfinalized. When the consumer's bet is finalized, a receipt displayed onthe VAR device's 302 screen and optionally physically printed on paperby the ATM 301. If the consumer arrived at a clerk station the processwould essentially be the same, interacting with a human being instead ofan ATM 301.

When a consumer has won a bet and wishes to cash-out his or herwinnings, a similar process to the previously described wager funding isinitiated. However, the “no more bets” deadline is obviously notapplicable with this embodiment. To cash-out winnings, the consumertakes their VAR device 302 to a casino ATM 301 in the casino's sportsbetting area. In one preferred embodiment, a map of the casino floorillustrates where the consumer is relative to possible ATMs 301 andclerk stations. When the consumer arrives at an appropriate casino ATM301, as before he or she will transfer the winning serial number to theATM 301 or clerk station by: tapping the VAR device 302 on a receiverpad to transfer the serial number via NFC 303, scanning a barcode 304rendered on the VAR device's 302 screen into the ATM, or manuallyentering the human readable embodiment of the serial number 305 on theVAR device's 302 screen into the ATM's 301 keypad or clerk station. Insome embodiments, the winning serial number maybe the same unique serialnumber that was issued for the pending wager with an alternativeembodiment issuing a different serial number for finalized bets and/orwins. Regardless of the serial number type and structure, when theserial number is received the ATM 301 or clerk station will verify thewinning status with the VAR system and assuming the transaction is ingood order, pays the consumer's winnings up to a predetermined threshold(e.g., $599). If the winnings exceed this threshold amount, the ATM 301will print a receipt and instruct the consumer to go to a clerk'sstation or, preferably, the VAR application will instruct the consumerto proceed to a clerk station when the high-tier win was initiallydetected. If the consumer arrived at a clerk station with a low ormid-tier win, the redemption process would essentially be the same,interacting with a human being and a terminal instead of an ATM 301. Ofcourse, if the consumer received a physical paper receipt when theanonymous bet was finalized, the paper receipt could also be used as abearer document and the VAR device 302 would not be needed to cash-out.

In a preferred alternative embodiment, the casino or bettingestablishment issues smart cards or ICCs 306 to customers on either aknown identity (e.g., hotel room keys, loyalty cards) or anonymous basis(i.e., cards are issued at a cash cage or clerk station preloaded withwhatever funds the consumer provides). Typically, these smart cards orICCs 306 would communicate with the VAR device 302 via NFC 303 eithertransferring the necessary funds for bets or receiving winnings viadigitally signed and encrypted transactions where the card itself 306 isauthenticated with the VAR system. Whenever the consumer chooses, he orshe can cash out any amount stored on the card by scanning it at thecash cage, clerk station, or possibly at checkout.

The associated FIG. 3B swim lane flowcharts 350 is conceptually dividedinto three groups (i.e., “VAR Device” 351, “VAR System” 352, and“External Event” 353) by the three “swim lane” columns as shown in bothfigures. If a particular flowchart function appears completely within aswim lane, its functionality is limited to the data category of theassociated swim lane.

FIG. 3B swim lane flowchart 350 begins 354 with the VAR Device 351receiving an unique serial number for a pending bet 355 or possessing awinning bet 356. Assuming the consumer wishes to fund a pending bet 355,in an optional embodiment the consumer could fund the pending bet usingthe VAR Device 351 itself 357. With this optional embodiment 357, theVAR application would request permission to access existing paymentapplications also local to the VAR Device 351 (e.g., Apple Pay, GooglePay, Microsoft Pay, Samsung Pay) where the local payment applicationwould interact directly with the VAR application to fund the pendingbet. In an alternative optional embodiment 357, the NFC reader builtinto most smart phones could be utilized to read a NFC enabled debit orcredit card (assuming allowed by law for gambling transactions) therebyproviding funding for the pending bet. With the debit or credit cardembodiments, the transaction would be completed by transmitting the EMV(Europay, MasterCard, Visa) payment tokenization packet to the PaymentProcessor 358 and subsequently to an External Payment Service 359.

While convenient, the optional funding embodiments 357 utilizing the VARDevice 351 as the funding vehicle may be perceived as offering onlyquestionable anonymity, or perhaps a lower perceived security, or maynot be legal in some locations or service providers. Alternatively, asdisclosed in FIG. 3A, the consumer can physically proceed to a casinobased ATM or clerk station 360 (FIG. 3B) to fund the pending bet. Withthis embodiment, the consumer would first transfer the serial number tothe ATM or clerk station 360 by tapping the VAR device 351 on a receiverpad or smart card or ICC to transfer the serial number via NFC, scanninga barcode rendered on the VAR device's 351 screen, or manually keying ahuman readable embodiment of the serial number shown on the VAR device's351 screen into a keypad. When the serial number and associated cashpayment are received, the ATM, smart card or ICC, or clerk station 360will transmit a message that cash was received for the associated serialnumber to the Payment Processor 358 which will subsequently notify theBet Processor 361. The Bet Processor 361 will then query the Bet andData Storage 362 database to retrieve the pending bet details and,assuming the “no more bets” period has not yet started, change thestatus of the bet associated with the serial number from pending tofinalized. This changed status is both recorded in the Bet Storage 362database and transferred back to the VAR device 351 where a digitalreceipt is displayed 363. Optionally, a physical paper receipt whichcould function as a bearer document for winning bets could also beprinted by the ATM or clerk station 360. Embodiments where the consumerelects to pay with a debit or credit card or processed in a similarmanner, with the added steps of the Payment Processor 358 receiving theEMV payment tokenization packet generated by the card transaction andverifying the card transaction with an External Payment Service 359.

When a consumer has won a bet and wishes to cash-out 356 his or herwinnings, a similar process to the previously described wager funding isinitiated. However, the “no more bets” deadline is obviously notapplicable with this embodiment. To cash-out winnings, the consumertakes their VAR device 351 to a casino ATM or a clerk station 360 in thecasino's sports betting area. When the consumer arrives at anappropriate casino ATM or a clerk station 360, as before he or she willtransfer the winning serial number to the ATM 301 by either tapping theVAR device 351 on a receiver pad to transfer the serial number via NFC,or scanning a barcode rendered on the VAR device's 351 screen, ormanually entering the human readable embodiment of the serial number onthe VAR device's 351 screen into a keypad, etc. In some embodiments, thewinning serial number maybe the same unique serial number that wasissued for the pending wager with an alternative embodiment issuing adifferent serial number for finalized bets and/or wins. Regardless ofthe serial number type and structure, when the serial number isreceived, the ATM or a clerk station 360 verifies the winning statuswith the VAR system and assuming the transaction is in good order, paysthe consumer's winnings up to a predetermined threshold (e.g., $599). Ifthe winnings exceed this threshold amount, the ATM 360 will print areceipt and instruct the consumer to go to a clerk's station 360 or,preferably, the VAR application will instruct the consumer to proceed toa clerk station when the high-tier win was initially detected. Ofcourse, if the consumer received a physical paper receipt when theanonymous bet was finalized, the paper receipt could be used as a bearerdocument and the VAR device 302 would not be needed to cash-out. In thepreferred alternative embodiment, the casino or betting establishmentissued smart card or ICC tenders both the wagering and winnings.

It should be appreciated by those skilled in the art in view of thisdescription that various modifications and variations may be madepresent invention without departing from the scope and spirit of thepresent invention. It is intended that the present invention includesuch modifications and variations as come within the scope of theappended claims.

What is claimed is:
 1. A method of allowing a plurality of voters tovote on at least one real world event being displayed on video displaysthat are potentially viewable by augmented reality (AR) devices, andmonitor progress of the at least one real world event and status ofvotes on the at least one real world event using the AR devices, eachreal world event being represented by a respective video feed, the ARdevices including a camera and a display screen, each AR device beingoperated by, and associated with, a respective voter, the methodcomprising: (a) maintaining in a database of a server that manages thevotes: (i) a video feed of each of the at least one real world events,and (ii) voting data for each of the at least one real world events, thevoting data including all possible votes that are available to be madefor each of the at least one real world event, all votes that have beenmade by respective voters for each of the at least one real world event,and real time status of the votes that have been made by respectivevoters for each of the at least one real world events; (b) capturing, bythe camera of one of the voter's AR device, video image frames of one ofthe video feeds being displayed on a video display that is in thevicinity of the voter's AR device, and electronically communicating dataof the captured video image frames to the server; (c) identifying at theserver using automated video content identification software the videofeed that matches the data of the captured video image frames, the videofeed thereby identifying the real world event being captured by thevoter's AR device, wherein the identification matching is performed bycomparing segment metrics calculated from segmented video frame data ofthe captured video image frames to segment metrics of segmented videoframe data of the video feeds; (d) generating a first digital overlay onthe display screen of the voter's AR device that is associated with thematched real world event, wherein the first digital overlay is aninteractive display that allows the voter to view possible votes andenter votes regarding the real world event, wherein the voter's ARdevice simultaneously displays the real world event and the firstdigital overlay, and wherein the possible votes are obtained from thevoting data in the database of the server; (e) entering by the voter avote on the real world event into the voter's AR device via the firstdigital overlay; (f) electronically communicating the vote from thevoter's AR device to the server; and (g) generating a second digitaloverlay on the display screen of the voter's AR device that displaysreal time status of the voter's vote on the real world event, whereinthe real time status is obtained from the voting data in the database ofthe server.
 2. The method of claim 1 wherein the automated video contentidentification software uses video-based automatic content recognition.3. The method of claim 2 wherein the video-based automatic contentrecognition uses video fingerprinting or digital watermarking.
 4. Themethod of claim 1 wherein step (g) further comprises simultaneouslydisplaying the real world event that is associated with the voter'svote.
 5. The method of claim 4 wherein the display of the real worldevent that appears on the display screen of the voter's AR devicesimultaneously with the second digital overlay is the video feed of thereal world event, and not video images captured by the camera of thevoter's AR device.
 6. The method of claim 1 wherein steps (b) and (c)are repeated after step (f), and wherein the second digital overlay isgenerated only when the real world event identified in the repeated step(c) matches the real world event that the voter voted on in step (e). 7.The method of claim 1 wherein step (d) occurs in response to the voterindicating to the voter's AR device that the voter is interested invoting on the real world event being displayed on the voter's AR device,and wherein the first digital overlay persists on the display screen ofthe voter's AR device until the vote is entered and electronicallycommunicated to the server.
 8. The method of claim 1 wherein the displayof the real world event that appears on the display screen of thevoter's AR device simultaneously with the first digital overlay is thevideo feed of the real world event, and not video images captured by thecamera of the voter's AR device.
 9. The method of claim 1 wherein thedata of the captured video image frames are the actual video imageframes.
 10. The method of claim 1 wherein there are a plurality of realworld events.
 11. The method of claim 1 further comprising: (h)repeating steps (b) and (c) after step (g), and detecting whether thevoter has previously voted on the identified real world event; and (i)repeating step (d) when the voter has not previously voted on theidentified real world event, and repeating step (g) when the voter haspreviously voted on the identified real world event, thereby generatingeither the first digital overlay or the second digital overlay on thedisplay screen of the voter's AR device, depending upon whether thevoter has previously voted on the identified real world event.
 12. Themethod of claim 1 wherein the segment metrics are histograms of thevideo image frames.
 13. A system for allowing a plurality of voters tovote on at least one real world event being displayed on video displaysthat are potentially viewable by augmented reality (AR) devices, andmonitor progress of the at least one real world event and status ofvotes on the at least one real world event using the AR devices, eachreal world event being represented by a respective video feed, the ARdevices including a camera and a display screen, each AR device beingoperated by, and associated with, a respective voter, the systemcomprising: (a) a server configured to manage the votes, the serverincluding a database that maintains: (i) a video feed of each of the atleast one real world events, and (ii) voting data for each of the atleast one real world events, the voting data including all possiblevotes that are available to be made for each of the at least one realworld event, all votes that have been made by respective voters for eachof the at least one real world event, and real time status of the votesthat have been made by respective voters for each of the at least onereal world events; (b) a camera of one of the voter's AR devicesconfigured to capture video image frames of one of the video feeds beingdisplayed on a video display that is in the vicinity of the voter's ARdevice, and electronically communicate data of the captured video imageframes to the server; (c) automated video content identificationsoftware at the server configured to identify the video feed thatmatches the data of the captured video image frames, the video feedthereby identifying the real world event being captured by the voter'sAR device, wherein the identification matching is performed by comparingsegment metrics calculated from segmented video frame data of thecaptured video image frames to segment metrics of segmented video framedata of the video feeds; (d) a first digital overlay generated on thedisplay screen of the voter's AR device that is associated with thematched real world event, wherein the first digital overlay is aninteractive display that allows the voter to view possible votes andenter votes regarding the real world event, wherein the voter's ARdevice simultaneously displays the real world event and the firstdigital overlay, and wherein the possible votes are obtained from thevoting data in the database of the server, wherein the voter's AR deviceelectronically communicates the entered vote from the voter's AR deviceto the server; and (e) a second digital overlay generated on the displayscreen of the voter's AR device that displays real time status of thevoter's vote on the real world event, wherein the real time status isobtained from the voting data in the database of the server.
 14. Thesystem of claim 13 wherein the automated video content identificationsoftware uses video-based automatic content recognition.
 15. The systemof claim 14 wherein the video-based automatic content recognition usesvideo fingerprinting or digital watermarking.
 16. The system of claim 13wherein the display of the real world event that appears on the displayscreen of the voter's AR device simultaneously with the first digitaloverlay is the video feed of the real world event, and not video imagescaptured by the camera of the voter's AR device.
 17. The system of claim13 wherein the data of the captured video image frames are the actualvideo image frames.
 18. The system of claim 13 wherein there are aplurality of real world events.
 19. The system of claim 13 wherein thesegment metrics are histograms of the video image frames.